Hi,
Can't figure out what is the problem. I'm trying to modify geometry depending
on time. But I'm getting an exception "std::__non_rtti_object at memory
location.." or application triggers a breakpoint.
Code:
void SurfaceCalculationThread::run()
{
while (!done)
reCalcul
Hi Jose,
The time value used in the animation will be
(SimulationTime-Offset)*Multiplier, so if you change the Multipler and
want the position for the current SimilationTime to stay the same
you'll need to adjust the Offset, the maths will be:
(SimulationTime-OffsetCurrent)*MultipleCurrent =
(Si
Hi, :D
I want to create some control buttons for the animationPath. I've been trying
with the Time offset and time multiplier, but i can't understand how these
values actually work. Now, i'm able to speed up and play backwards the
animation. The problem is when i change the multiplier, the curr
On Tue, Apr 16, 2013 at 1:29 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Jan,
>
> that's nice you have it working. Well, with your help I have a demo
> running on the phone as well :) But, the requirements just grow and I
> am to stress and test other features (like a
lol ..:) ... Let first wait then for something stable where I can run with
models, animations, with picking. Then I will share my findings in a public
document.
Nick
On Tue, Apr 16, 2013 at 1:57 PM, Jordi Torres wrote:
>
>
>
> 2013/4/16 Trajce Nikolov NICK
>
>> Hi Jordi,
>>
>> thanks for the o
2013/4/16 Trajce Nikolov NICK
> Hi Jordi,
>
> thanks for the offers :) .. But at the moment I still don't feel confident
> to publish it officially :/ What I did I wrote just about every
> finding so far in my email conversation with Jan and you. Let wait then for
> the merge, I don't think
Hi Jordi,
thanks for the offers :) .. But at the moment I still don't feel confident
to publish it officially :/ What I did I wrote just about every
finding so far in my email conversation with Jan and you. Let wait then for
the merge, I don't think I can do it - the mergal.
I might come up
Hi Nick,
2013/4/16 Trajce Nikolov NICK
> Hi Jan,
>
> that's nice you have it working. Well, with your help I have a demo
> running on the phone as well :) But, the requirements just grow and I
> am to stress and test other features (like animation, picking etc ...) due
> to the project scop
Hi Jan,
that's nice you have it working. Well, with your help I have a demo running
on the phone as well :) But, the requirements just grow and I am to
stress and test other features (like animation, picking etc ...) due to the
project scope. That's where the benefits from the community come
On Tue, Apr 16, 2013 at 12:11 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Jan,
>
> what version of osg are you using? I am finding the later versions are not
> that 'user friendly' to android? All the time with some issues. And seam
> you went far with osg on android based
On Tue, Apr 16, 2013 at 11:57 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> I found the conversation in the archive. I do have support for
> osgAnimation. Here is the listing. Also, you have mentioned use of osg2.
> What is this plugin for?
The osg2 plugin enables support for
Hi Nick and Robert,
There is a pending submission about static initialization not merged yet.
This is the cause of the crash in the trunk version.
Cheers.
2013/4/16 Trajce Nikolov NICK
> Hi Robert,
>
> I am up to date with the trunk but stucked with 3.1.3. I was experiencing
> crashes on andr
Hi Robert,
I am up to date with the trunk but stucked with 3.1.3. I was experiencing
crashes on android, was not able to run it, no bluish screen, no nothing :/
Thanks
Nick
On Tue, Apr 16, 2013 at 12:26 PM, Robert Osfield
wrote:
> On 16 April 2013 11:11, Trajce Nikolov NICK > wrote:
>
>> wha
On 16 April 2013 11:11, Trajce Nikolov NICK
wrote:
> what version of osg are you using? I am finding the later versions are not
> that 'user friendly' to android? All the time with some issues. And seam
> you went far with osg on android based on your emails
>
svn/trunk has several fixes for Andr
Hi Nick,
On 16 April 2013 10:57, Trajce Nikolov NICK
wrote:
> I found the conversation in the archive. I do have support for
> osgAnimation. Here is the listing. Also, you have mentioned use of osg2.
> What is this plugin for?
>
osg2 is for the new serializers that support the .osgb (binary), .o
Hi Jan,
what version of osg are you using? I am finding the later versions are not
that 'user friendly' to android? All the time with some issues. And seam
you went far with osg on android based on your emails
Thanks
Nick
On Tue, Apr 16, 2013 at 11:57 AM, Trajce Nikolov NICK <
trajce.nikolov.n
Hi Jan,
I found the conversation in the archive. I do have support for
osgAnimation. Here is the listing. Also, you have mentioned use of osg2.
What is this plugin for?
//Static plugins Macro
USE_OSGPLUGIN(ive)
USE_OSGPLUGIN(osg)
USE_OSGPLUGIN(osg2)
USE_OSGPLUGIN(terrain)
USE_OSGPLUGIN(rgb)
USE_O
On Tue, Apr 16, 2013 at 9:52 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> I have done the first steps with the android development (thanks to you as
> well). Now I am facing problem with animations. I have exported animated
> model from Blender and for some r
Hi Community,
I have done the first steps with the android development (thanks to you as
well). Now I am facing problem with animations. I have exported animated
model from Blender and for some reason (as obvious :) ...) the model is not
displayed on the android, it works ok with osganimationviewe
Hi
i think for fine-grained control it's better to write your own callback for
controlling animation, and query interpolated matrices from animation path at
desired position
Cheers.
25.03.2013, 15:44, "Joseph Sahexmeier" :
> Hi,
>
> I have loaded a model with animation frames on it. I have tra
Hi,
I have loaded a model with animation frames on it. I have traversed the model’s
graph and gotten the AnimationPathCallbacks.
So far, I have been able to pause and speed up/down the animation of the object.
But, the models first frame is a special position that should only be shown
under sp
Hi Sergey,
Ok, thanks. I'll do that.
Cheers,
Thilo
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Hi
I checked osgAnimation sources, and it looks like what you want can be done
that easy. Animation calculation happens in update traversal, and directly
changes RigGeometry vertex data, so with shared rig geometry all instances will
look same. So i believe you need at least to create different
Hi Sergey,
I removed the animation manager from the original model:
model->removeUpdateCallback(model->getUpdateCallback());
and created a new animation manager with clones of the original animations:
osg::ref_ptr < osgAnimation::BasicAnimationManager > manager = new
osgAnimation::BasicAnimationM
Hi
your transforms(with animation managers) contain original model, which itself
have another animation manager, you should move it out
so get original animation manager and keep it, while removing it from original
model, then add copy of it to your transforms. If it dont work out well - try
to
Hi Sergey,
Thanks for your advice! Unfortunately I'm not sure if I completely understood
your solution. Would you mind to help me a little bit further?
Suppose I retrieved the model and the animation manager as follows:
osg::ref_ptr< osg::Node > model = osgDB::readNodeFile("nathan.osg");
osgAnim
Hi, Thilo.
I believe you can achieve this by creating new top-nodes of animated model
(nodes which contain animation manager callback), sharing model itself, and
attaching new animation managers to them (sharing existing animations).
Cheers,
Sergey.
16.08.2012, 01:01, "Thilo Weigel" :
> Hi,
>
Hi,
I'd like to place several instances of the same model in a scene and play the
model's animation individually on each instance - just like having several
nathans standing around and letting each one scratch his head asynchronously to
the others.
The model is loaded once and assigned to a o
Hi,
I think you made a mistake when setting up the scenegraph. Add
updateText to your pat, and add the pat to your hud.
HTH,
Stephan
Am 31.07.12 22:10, schrieb Yonas Sahlemariam:
> Hi,
>
> I was wondering if somebody made animation on HUD.
>
> basically, I am modifying osgpick example trying
Hi,
I was wondering if somebody made animation on HUD.
basically, I am modifying osgpick example trying to animate the 5 geometries
rendered as HUD. I am using PositionAttitudeTransform, but all I got is the
static geometries. Is it impossible to animate 2D nodes rendered as HUD,
please hint
ent to one.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Gianluca Natale
Sent: Wednesday, February 29, 2012 7:16 PM
To: Osg Users
Subject: [osg-users] animation from one projection type to the other one
Hi all,
I'm tryi
Hi all,
I'm trying to implement an animation from a perspective projection to an
orthographic one.
What I'm computing at each step is a weighted linear combination of 2
projection matrices (the start, that refers to a perspective projection,
and the end, which is an orthographic projection).
So,
[quote="hybr"]check all update callbacks on nodes in path, they must call
traverse(osg::Node*, osg::NodeVisitor*) inside operator()(osg::Node*,
osg::NodeVisitor*) to continue traversal on graph downwards.
[quote]
That was the problem. One of my NodeCallback classes was not calling traverse.
Hi, John
By default calling viewer::frame updates simulation time. My best bet in this
situation is that update traversal dont get to animation path callback on your
model. Check nodepath from your model to scene root, and check all update
callbacks on nodes in path, they must call traverse(osg
Hi,
I've been looking at this without any progress. Any ideas on how to debug this
from my application or is there a way to ensure that the animation gets
advanced?
Thank you!
Cheers,
John
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Hi,
I have an object with an embedded animation. The original was a .LWS / .LWO
object that I converted to a .IVE file. When I open the .IVE with osgViewer,
the animation works just fine. In my application, however, there is no
animation (the object displays just fine.) Because the applicat
Hi Anastasia,
Note that osgAnimation::RigGeometry is different from osg::Geometry class.
Better do the morph with the Geometry classes and the new morphed one used it
as input for a RigGeometry class...
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Hi Cedric,
Once again thank you for taking the time to look into my issue!!
To be honest I don't really understand what you are saying :-/
Is there any related tutorial or example so that I can take an idea?
Thanks again!!
Anastasia
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Hi,
The example you have taken works with only one geometry inside the file.
The visitor 'getShape' return the first geometry and in your file it
returns a RigGeometry. Morphing 2 RigGeometry has not been tested, and I
am not sure you want really want to do that.
What I would do is the opposite way
Dear Cedric,
Thank you very much for helping me!!
The code is exactly as the original, only change is the file names! But I am
attaching it anyway!
Also I forgot to mention, the number of vertices is exactly the same for both
files, as well as the number of drawables and so on, at least accord
Hi,
I can have a try, but I would need the sample code and data to test it.
Cedric
On Fri, 2011-04-29 at 16:45 +0200, Anastasia Papas wrote:
> Dear Cedric,
>
> First of all thank you for the direct response!!
>
> The message I receive is this:
>
> Unhandled exception at 0x7c812afb in Template.
Dear Cedric,
First of all thank you for the direct response!!
The message I receive is this:
Unhandled exception at 0x7c812afb in Template.exe: Microsoft C++ exception:
std::bad_cast at memory location 0x0012f650..
And it crashes at the:
Geode.cpp
at the function:
BoundingSphere Geod
and the stack trace:
kernel32.dll!7c812afb()
[Frames below may be incorrect and/or missing, no symbols loaded for
kernel32.dll]
kernel32.dll!7c812afb()
> osg73-osgd.dll!osg::Geode::computeBound() Line 192 + 0x16 bytes
> C++
os
Hi,
Do you have the stack trace where it crashes ?
Cedric
On Fri, 2011-04-29 at 16:23 +0200, Anastasia Papas wrote:
> Hello!
>
> I am trying amimation morphing in OSG, and I found this example:
>
> http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osganimationmorp
Hello!
I am trying amimation morphing in OSG, and I found this example:
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osganimationmorph/osganimationmorph.cpp
I have collada 3D models, and since this example is morphing between 2 osg
models, I used the osgDB::w
Does osgAnimation has some sort of AnimationEndCallback?
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daniele argiolas wrote:
yes, I've looked all examples.
I need a bezier path animation with constant speed from first to last keyframe.
Is it more clear?
You might need to implement it yourself if OSG's spline interpolation
doesn't provide a constant velocity. Here's a link I found on th
yes, I've looked all examples.
I need a bezier path animation with constant speed from first to last keyframe.
Is it more clear?
How?
thanks
robertosfield wrote:
> Hi Daniele,
>
> Have you looked at the osganimation example?
>
> Robert.
>
> On Fri, Oct 22, 2010 at 12:03 PM, daniele argiol
Hi Daniele,
Have you looked at the osganimation example?
Robert.
On Fri, Oct 22, 2010 at 12:03 PM, daniele argiolas wrote:
> I've a pratical case, can anybody help me??
>
> I've 4 keyframes:
> v[0] = osg::Vec3(0, 0, 0);
> v[1] = osg::Vec3(20, 0, 0);
> v[2] = osg::Vec3(40, 0, 0);
> v[3] = osg::V
I've a pratical case, can anybody help me??
I've 4 keyframes:
v[0] = osg::Vec3(0, 0, 0);
v[1] = osg::Vec3(20, 0, 0);
v[2] = osg::Vec3(40, 0, 0);
v[3] = osg::Vec3(60, 0, 0);
in times 0,2,4,6
How to move along this keyframes with a constant speed from 0,0 to 60,0???
thanks
-
Thank you, but I know how bezier curves work.
I don't understand why in my animation (and also in the standard example
osganimationpath) I have not a costant speed.
If I create a straight line with bezier I can have no control point (control
point equal to main point).
thanks
daniele
---
to generate an animation path...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of daniele
argiolas
Sent: Tuesday, October 19, 2010 9:04 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] An
Hi,
I tried to understand "osganimationmakepath" example.
I can't understand how to make an animation if I would use simple points like
these:
v[0] = osg::Vec3(0, 0, 0);
v[1] = osg::Vec3(20, 0, 0);
v[2] = osg::Vec3(40, 0, 0);
v[3] = osg::Vec3(60, 0, 0);
I want an animation witho
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Hello M.Moser (Markus? Martin?)
On 2010-01-15 17:02, M. Moser wrote:
> Hey Guys, (hey Jan)
>
> we are a team of students from the university of applied science Düsseldorf
> (Germany), studying virtual reality.
>
> In our current project we have the
Hey Guys, (hey Jan)
we are a team of students from the university of applied science Düsseldorf
(Germany), studying virtual reality.
In our current project we have the need to display hunderd of animated
models ... it's an ant-swarm simulation.
We are using osgCal (cal3D) to import the animated m
Hi Rabbi,
I know that a good documentation would be great but without that, the
best way to learn are examples.
If you have problems with the examples dont hesitate to ask on the
mailing list you will have helps for sure.
Cheers,
Cedric
On Sun, 2009-06-07 at 17:32 +, Rabbi Robinson wrote:
>
Hi,
Thanks, I guess I will need to learn it the hard way. I would prefer that
whoever implemented the animation would spell out most of the details of it,
like a tutorials for the basic osg features. It's just sometimes frustrating to
copy and paste the sample code without fully understand it a
Hi,
The examples are the only documentation and tutorials. If you want to
use bezier i recommand you to read the osganimationmakepath example, it
uses bezier for path, then you can see how the keyframes are set.
Cheers,
Cedric
On Sun, 2009-06-07 at 01:59 +, Rabbi Robinson wrote:
> Hi,
> I re
Hi,
I recently started looking at the animation part of osg. I have read some
examples and wonder if there is tutorial or formal documentation for it. For
example, I would like to replace the linear interpolation in the example
osganimationsolid with cubic bezier interpolation. It doesn't really
I dont use collada everyday, but I could help with osgAnimation.
Today to give an example i use the osg blender exporter, it export
animation with osgAnimation and i am able to replay character animation
in my program.
The blender exporter to do that is located here
http://hg.plopbyte.net/osgexpor
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Jason Daly wrote:
>
> I think Delta3D does this with Cal3D and ReplicantBody, but I'm not sure
> exactly what their art path is.
Cal3D and Replicant use Cal3D exporters for 3DS Max, Blender or Maya
(not sure about that one). The animations are export
Philip Lamb wrote:
Hi all,
I have a question about which plugins support files that include
animations. I have experimented with the COLLADA plugin, but it
appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation
in .dae files doesn't carry through to the scene graph. Does anyone
Hi all,
I have a question about which plugins support files that include
animations. I have experimented with the COLLADA plugin, but it
appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation
in .dae files doesn't carry through to the scene graph. Does anyone
have any suggestions
Robert Osfield wrote:
H Paul,
On Mon, Nov 10, 2008 at 5:54 PM, Paul Speed <[EMAIL PROTECTED]> wrote:
From the peanut gallery (since I'm watching this with great interest)...
If this new node kit is only going to handle skeleton-based animation then
maybe osgAnimation is not the best name.
H Paul,
On Mon, Nov 10, 2008 at 5:54 PM, Paul Speed <[EMAIL PROTECTED]> wrote:
> From the peanut gallery (since I'm watching this with great interest)...
>
> If this new node kit is only going to handle skeleton-based animation then
> maybe osgAnimation is not the best name.
That is nothing bette
From the peanut gallery (since I'm watching this with great interest)...
If this new node kit is only going to handle skeleton-based animation
then maybe osgAnimation is not the best name.
-Paul
Jan Ciger wrote:
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Hi Eric,
Erik den Dekker wrote:
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Hi Eric,
Erik den Dekker wrote:
> Jan, I followed your comments to Cedric and above with interest. You made
> several important remarks to ensure that osgAnimation will properly support
> character animation / skeletal animation.
>
> However, I wond
I am trying to make an animation using the tank example from the NPS
tutorial site as a template. I created a scene using OSGedit with the
necessary individual nodes. The details in the .osg files are similar. The
animation will load up but with key input to rotate the node the code
freezes. I am s
There's this:
http://animtk.plopbyte.net/
...which I think more OSG people should take a look at; all of these
examples use OSG, and it seems like it could be a decent enough NodeKit
(though I'm no expert in the subject matter). It still needs some
cleanup in the project directory, needs to be ma
Brilliant! :-D
Douglas Osfield wrote:
> Once you have it, it's self documenting. One potential problem is
> that language of documentation isn't always you're native one, or
> worse still the future that its acquired the documentation from is in
> your own native language has evolved beyond all
On Mon, Mar 3, 2008 at 2:32 PM, Jason Beverage <[EMAIL PROTECTED]> wrote:
> This documentation improbability drive sounds really useful, but we really
> need better documentation on it;)
Once you have it, it's self documenting. One potential problem is
that language of documentation isn't always
Hi Robert,
This documentation improbability drive sounds really useful, but we really
need better documentation on it;)
Jason
On Mon, Mar 3, 2008 at 4:15 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> On Sun, Mar 2, 2008 at 8:51 PM, <[EMAIL PROTECTED]> wrote:
> > Hello!
> >
> > How can/shoul
On Sun, Mar 2, 2008 at 8:51 PM, <[EMAIL PROTECTED]> wrote:
> Hello!
>
> How can/should I synchronize the application flow-control to the end of
> an animation (realized as osg::AnimationPath) ?
>
> Assume: we have a projectile that should be animated.
> 1. we calculate the trajectory and setup
Hello!
How can/should I synchronize the application flow-control to the end of
an animation (realized as osg::AnimationPath) ?
Assume: we have a projectile that should be animated.
1. we calculate the trajectory and setup the animation-path with some
trajectory data.
2. then the animation-path w
My code works without calling OpenThreads::Thread::Init() in r7330.
I appreciate your attention.
Abe
Robert Osfield wrote:
> Hi Abe,
>
> 've added a Thread::Init() call into
> OpenThreads::SetProcessorAffinityOfCurrentThread(). This should
> hopefully solve the crash without you need to resort t
Hi Abe,
've added a Thread::Init() call into
OpenThreads::SetProcessorAffinityOfCurrentThread(). This should
hopefully solve the crash without you need to resort to adding a
OpenThreads::Thread::Init() to your own application.
Could you do check out the svn version of the OSG, and revert your ow
Hi Abe,
On 8/31/07, Abe Stephens <[EMAIL PROTECTED]> wrote:
> I resolved this issue by calling OpenThreads::Thread::Init() during
> program initialization (not sure why the glut example didn't need to do
> this). My application is now successfully using
> setUpViewerAsEmbeddedInWindow in combinati
Here are the references which sent me on that track:
http://www.3drealtimesimulation.com/osg/osg_faq_1.htm#f40
svn://hitlfs.canterbury.ac.nz/osgWrapper/examples/python/wx_viewer.pyw
Abe
On Aug 30, 2007, at 7:36 PM, Doug McCorkle wrote:
[snip]
Hi Abe,
I don't know what might be up given y
>>
[snip]
>>> Hi Abe,
>>>
>>> I don't know what might be up given your code fragment. SceneView is
>>> lower level that osgViewer::Viewer, so does require more care with
>>> setup, and its less powerful
>>>
>>> Personally I wouldn't recommend using SceneView in your own code,
>>> just
>>> us
I resolved this issue by calling OpenThreads::Thread::Init() during
program initialization (not sure why the glut example didn't need to do
this). My application is now successfully using
setUpViewerAsEmbeddedInWindow in combination with wxpython using a
rather modified version of Hartmut Seichter'
Thanks, I appreciate the help. osgViewer::Viewer produces a segfault in
libOpenThreads:
#0 0xb5dc577d in OpenThreads::Thread::setProcessorAffinity
(this=0x80d1d78, cpunum=0)
at
/local/abe/build-piglet/package/OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:505
#1 0xb
Hi Abe,
I don't know what might be up given your code fragment. SceneView is
lower level that osgViewer::Viewer, so does require more care with
setup, and its less powerful
Personally I wouldn't recommend using SceneView in your own code, just
use osgViewer::Viewer and its embedded mode if yo
Hi, I'm attempting to load an animated .osg scene exported from blender
into an existing application with minimal fuss. The existing application
has a basic glut front end and a more useful wxpython front end. I'm
having trouble getting animation to work properly:
In the glut application using osg
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